Tuesday, March 30, 2010

On Thursday, a post on Joystiq reported that Microsoft was preparing to allow third-party USB storage on their Xbox 360. This will allow for more game saving and loading capabilities. The sources from Microsoft stated that the new ability would be released for the Xbox sometime this spring.

The new USB hard drives would allow for a lot more storage space on your Xbox. Microsoft will let gamers utilize 16GB external hard drives with 512 Mbytes that are used for system data. The Xbox will support up to two of these 16GB storage devices.

Once the update is released, gamers will be able to download Xbox Live Arcade games, Xbox Indie games, DLC, Games on Demand, and Title Updates on their new external hard drive. When you insert the device into your Xbox, you will be given to options: “Configure Now” or “Customize.” If you choose “Configure Now,” the whole device will be utilized up to 16GB, but if you select “Customize,” you will be able to select how much space on the hard drive you wish to use for storage. This “Customize” setting allows you to save some space on your device for other purposes such as music.

This update is due on April 6th. In May, SanDisk well be releasing a Xbox-branded USB stick that you will easily be able to use right out of the box, but if you choose to utilize your own USB stick or external hard drive, you will need to run a small formatting utility through the dashboard of the Xbox 360.

Although the expansion space is limited, I’m sure that Xbox 360 users will be excited at the possibilities of more hard drive space. Now gamers will have at least a decent amount of extra space for game saving and loading. Just a little over a week, and Xbox users will have their update. It will be interesting to see what updates come next.

Friday, March 26, 2010

One of the many ways gamers judge the quality of their mice is by comparing the DPI, or dots per inch that the mouse is capable of reading. DPI is used as a measure of sensitivity for the mouse, or how little the mouse needs to be moved to generate a corresponding movement in your virtual world such as the ironsights of your gun in a first person shooter or the cursor in a strategy game. A higher number means the mouse can read that many more "dots" inside of a single square inch. Many gamers see a high number and think they have a top tier mouse, but do these numbers actually mean anything in terms of actual performance? SteelSeries says no.

"The industry has been highly successful in establishing this number as something highly important, when in reality it doesn't really mean all that much" says Kim Rom, CMO of SteelSeries. "Technology has progressed to a level where you can move your mouse, say, one inch on your desk, and your cursor will move 2 or 3 times your screen length. That sounds impressive for sure, but where is the real value in that? [DPI] doesn't make you more precise or accurate; I would argue that it does exactly the opposite. A higher DPI in a mouse doesn't offer a lot of value, and it is not a benchmark for how precise or awesome the mouse is. It's simply a measure of sensitivity."

Rom's argument is a relatively simple one. Take a look at professional players who are in the running for serious cash money. People with something something real on the line and who create a science out of their equipment configurations and settings for maximum performance. "Ninety percent of the expert gamers out there will be using a DPI value between 800 to 1600," says Rom. "If you paid some serious money for your gaming mouse, check out its stats: it's likely it can do some multiple of 1600 at maximum sensitivity." He also goes on to add that "We are hardware purists—we believe in function first, technology second." Rom believes the industry has successfully established the sensitivity of a mouse as the most important feature of the product. However, he looks forward to a day when mice sales aren't driven by having a larger number on the box.

Countering SteelSeries claims about the effectiveness of DPI, Razer fires back stating that DPI in a gaming mouse does matter. As gamers continue to adopt larger monitors and more powerful video cards, it only makes sense that a high-DPI mouse would have increased demand. "There are also more high-sense gamers around now, corresponding to the much larger screens and much higher resolutions available," argues Robert “Razerguy” Krakoff, president of Razer. "Many of the features Razer pioneered are being used in all gaming mice in the industry today, just as you will find high precision DPI metrics being used by pretty much all gaming mice out there."

Krakoff continues. "I think gamers care about DPI and I do think the term makes sense for today’s mice. We pioneered this industry back in 1999 when we came out with the first gaming mouse offering 2000 DPI—at that time gamers were told by our competitors that 800 DPI was enough. Now people are saying 1600 DPI is enough, just like there were “purists” who believed in silent movies, black and white TV or perhaps film rather than digital cameras." Of course, Krakoff doesn't believe that ultra-high DPI mice are for everyone, as all gamers have a unique style of play and one size does not fit all. Instead he is a firm believer in choice and recognizes that gamers will need mice on both sides of the spectrum.

Regardless of your take on whether DPI truly matters or not, realize that both Razer and SteelSeries make a wide variety of mice and both companies offer products that let you change DPI on the fly. The most important aspect of finding a great gaming mouse is finding one that conforms to your style of play. Beware though, high quality gaming mice don't come cheap regardless of DPI. Looking for a Projector Rental for your next big event? Then call 800-736-8772 today. Or check out our Refurbished BenQ MP522 Projectors as a great way to save.

Thursday, March 25, 2010

Fans of Bungie's Halo series have noticed that the multiplayer, for the most part, works basically the same from game to game. The only way to distinguish one player from another was by the color of armor they wore and the symbols they had. Bungie tried to one up that in later games by adding special armors that you could win like the coveted Recon Armor in Halo 3. Well now Bungie is adding in a whole new component to the multiplayer in their newest (and possibly final) Halo game Halo: Reach.

The new system is being titled Player-Investment and it is Bungie's answer to the sort of RPG-influenced multiplayer experiences and level systems found in games like Call of Duty: Modern Warfare 2. As seen in Modern Warfare 2, the perks and experience upgrades were solely for multiplayer use only. Bungie, however, is hoping to bring all players under one roof, both single-player and multiplayer alike. According to Luke Smith, Bungie's Player-Investment Designer, " Whatever your preferred flavor of Halo is, we're gonna find a way to reward you. Whatever you enjoy doing in multiplayer, we're gonna find a way to reward you. Through the Player Investment System, you're going to be building an identity for the first time in a Halo game."

Bungie has detached the Trueskill ranking system that drove matchmaking in Halo 3. In Halo 3, on-screen ranking users saw reflected how different players would be matched up competitively. This just basically means that a high ranking player would more than likely be a good player. However, that may not necessarily be the case in Halo: Reach. More specifically, Trueskill is handling matchmaking still but the Player-Investment System is more reflective of the amount of time a player has dedicated to the game, not necessarily their skill. It seems like it resembles the Prestige mode in Modern Warfare 2. A high ranking Prestige does not necessarily mean you are good, it could mean that you spent a lot of time playing.

The Player-Investment System is driven by credits (shortened to cR in the game). Players will receive credits by simply playing the game either by blasting your way through the single-player campaign or by going through round after round of multiplayer. The amount of credits you receive from playing, however, varies depending on what you do in the game. Different actions award different amounts of credits though Bungie is being very careful to not encourage player actions that could potentially damage the overall experience of the game. Challenging tasks, like multiple consecutive headshots in a certain amount of time, will produce a lot of credits. Bungie is currently in the works of balancing the credit system but overall, credits drive the Player-Investment System by increasing your military rank as well as allowing you to purchase customization items in Halo: Reach's "Armory".

Fans of Modern Warfare 2 have undoubtedly noticed a sense of player inequality. Rank one players are naturally unable to go toe to toe with a higher ranking officer due to lack of perks, equipment and weapons. Bungie doesn't want the same thing ti happen in Halo: Reach. All the extras earned in the game via credits are strictly different helmets, shoulder pads, chest plates and other accessories used to create an entirely unique look. "There are no in-game benefits to Spartan armor. It would definitely make Halo something different than what it is." said Smith.

Probably one of the coolest things about the customizable appearance is that it isn't restricted to just multiplayer. The same, unique Spartan you are using against your friends online is exactly the same one you use in the single-player campaign, customizations and all. You can even see your customized Spartan in in-game cut-scenes. "When the cut-scene comes up in campaign, we ant you to see you," said Smith. "For instance, that trailer that we showed with the helmet and soldier picking it up, the Noble 6 trailer, that helmet is going to be your helmet. If you're pink and adorned with unicorns, that's how you're going to look. With Reach, this is your story, this is your identity, this is your version of a story that we want you to be a part of."

Another feature Bungie is adding to multiplayer, mainly for the people who are not that good at Halo's multiplayer style, are Challenges. There are two types of Challenges, daily and weekly. The Challenges are Bungie-designed obstacles that provide goals, some short some not so short, that can be achieved solo or with a group. Many of the Challenges will also have a notable difficulty curve as well. According to Smith, "Some of the simpler daily challenges are aggregate actions like kill X amount of dudes, help kill X amount of dudes etc... Sometimes those dudes we want you to kill are gonna be in multiplayer, or they're going to be in another mode. sometimes it's going to say just kill anyone anywhere, we don't care what you do, just kill people and we will reward you for that."

Commendations are another added feature to Halo: Reach. Commendations are persistent medals that reflect a players actions over a long period of time. If you are a player that plays a majority of the game sniping people, then your Commendations will show that. The profile you build up could eventually represent a snapshot of your Halo style which could provide a better understanding amongst friends about your strengths. Plus, earning Commendation medals also earns you credits. According to Smith, "There are guys out there who just want to drive people around. We haven't done a good job of reinforcing that kind of behavior in the past and Commendations are one way we are doing that."

This new Player-Investment System could create a more efficient, more persistent player experience that extends to both single-player and multiplayer users. Now those of you still feeling the burn of your friend getting that Halo 3 Recon Armor, you got a whole new set of things to play with. This new system could very well bring payers (like myself) that have turned away from the same old Halo multiplayer experience. I for one know that I can't wait to get my hands on this game and try out the new system. The multiplayer beta for Halo: Reach goes live on May 3rd with the full version of the game coming out later this year.

Tuesday, March 23, 2010

Nintendo has announced its newest portable gaming system: the 3DS. The most exciting thing about the announcement seems to be that the game will feature 3D content. The company's Nintendo DS line dominates the portable gaming market and this newest member will probably continue that tradition. In February alone, Nintendo DS sold 613,200 units. Over four and a half times the sales of Sony's PSP. But it's not exactly clear if the 3DS is aimed to replace the DC and other portable consoles, or simply be a new addition to the entire line.

While Nintendo has confirmed the new gadget via a written letter just released today, they've been pretty quiet about the details. It says the 3DS will be released before the end of the current fiscal year (March 2011). Also, no glasses will be needed to view the 3D content, which has many gamers excited.

The console will also be backwards compatible with non-3D games. Meaning you will be able to use it to play game titles created for the DS and DSi. Nintendo says it will provide more details at the E3 show in Los Angeles on June 15, including a possible launch date. Many experts are predicting a holiday-time release, which would make a lot of sense for the company.

Other rumors about the gaming system include that it might possibly use Hitachi microlens 3D displays. This technology uses a microlens array of tiny convex lenses in columns under an LCD screen. In turn, they crate 3D effects as you look at the screen. Although Hitachi technology supposedly requires large resolution displays, it is also rumored that Hitachi has a demo system that uses five-inch 1280 x 768 panels. The DSi XL uses a 4.2-inch display but a slightly larger display for the 3DS, in an effort to make it 3D, would not be out of the question. Of course, there are other technologies out there, that allow for 3D effects without glasses.

Despite their portable sales, Nintendo has been one of the hardest hit gaming companies. In 2009, in Q3, they saw a 23% loss in profits, which many attribute to the diminishing demand for the Wii. However, the entire gaming industry saw a nearly $2 billion loss in sales in 2009, compared to 2008. Recent numbers from February of this year show that the Xbox 360 was the top-selling gaming console that month, followed by the Wii and the Playstation 3. The month also shows a 15% decrease in sales compared to February 2009.

Monday, March 22, 2010

Oh look! Another post-apocalyptic shooter set in a world destroyed by nuclear holocaust where you must survive against a horde of angry mutants that are partially your fault! That being said, Metro 2033 is a sci-fi first-person shooter based, interestingly enough, on the Russian novel by Dmitry Glukhovsky. The story takes place in the Metro subways of Moscow where the surviving citizens from an atomic bomb attack have been living.

Created by the Ukrainian company 4A games, Metro 2033 does its best to mix in the right amount of scares and shooting. Players assume the role of Artyom, a young Muscovite who has lived his entire life in the Exhibition Metro Station. Life is good until you are asked to deliver a message to a different station which, believe it or not, is a complete suicide mission.

The basis for Metro 2033 is the first-person shooter aspect. While most fps games are packed with endless firefights Metro 2033 takes a different route. Rather than being a guns-blazing action packed game like Halo, Metro 2033 tends to be more like Doom 3 in where it tries to scare just as much as it tries to kill you.

However, that isn't to say that the gunfights in this game are terrible. When you do manage to come under attack, the game can vary greatly. There are two basic types of enemies you face off against. Obviously there are the mutants birthed from the nuclear attack and then there are other humans. Mutant battles are pretty standard, shoot anything that moves because if you don't you are going to be impaled and ripped to shreds by razor sharp mutant claws.

Firefights against other survivors are for more interesting. You will typically face off against other humans in darker areas with decreased visibility. This aspect can be used to your advantage in numerous ways. The dim lighting makes these encounters more stealthy and gives you a sort of "cat-and-mouse" angle. Another type of battle you will encounter is the typical yet entertaining on-rail shooter. What makes the on-rail shooters interesting is that you are literally on rails, the rails of of the subway as you shoot out of a trolley.

One complaint that many gamers may have is that the guns in this game are not as powerful as they are in other games, especially because ammo is scarce. But this was done for a reason. The less powerful guns and scarce ammo fits the conceptional feel of the game perfectly and also requires you to think stealthily, strategically and conservatively. Another complaint that gamers may have is that you do not automatically switch weapons when you run out of ammo. But that can also be seen as a way to add some more realism to the game.

There are a lot of interesting aspects besides shooting that are involved in the game. One of the cooler aspects are the areas in the game, both underground and above ground, that are toxic due the explosion. Your character does have a gas mask but those are in short supply so it forces you to keep moving all the time. These levels add a sense of urgency and desperation to the game which is a good change of pace to the slower pace the game typically has. Though none of that really matters if your mask gets destroyed while in a gun battle.

While Metro 2033 is a pretty decent game, it could have done better. The scary themes in the game could have been scarier do to the fact that 4A didn't do much with the sound design. Other games like Dead Space and Silent Hill are better choices if you really want a good scare. It also isn't that good as a suspenseful shooter.

Gunfights with other humans are interesting due to the stealthy aspects thrown in there but a lot of the times they are ruined by crappy A.I. The mutant fights are not as scary and frantic as they are in games like Dead Space. On top of that, there are also some control issues. There are numerous controller configurations, none of which seem to feel right compared to typical fps games. Another big problem is that the story is laid out terribly. This is bad because later in the game the story gets a little weird but it seems the explanation for that was left in the book.

The real opinion about this game is greatly dependent on your expectations of the game. For example, if you are looking for a game resembling the scares of Dead Space, then you will probably find this game to be a bit calm. If you think this game to have epic story and adventure ala Fallout 3 then it will come off as a hollow shooter. If you want fast-paced action like that of Modern Warfare 2 then Metro 2033 is going to appear bland. This game isn't bad and it is obvious that you could do a lot worse. The biggest fault is that the mechanics of Metro 2033 could have been better. You can pick this game up now for the Xbox 360 and the PC.

Friday, March 19, 2010

When Sony unveiled the first details about their new motion controller, many people simply thought "Oh so its Wii HD" and it isn't too surprising why people thought that. While it may seem like an insult to some, the fact that Sony's motion controller is being called Wii HD may be a very good thing for publishers, developers and gamers alike.

Sony has an extremely great opportunity, one that Nintendo failed to capitalize on, and that is the market of hardcore gamers. Gamers have been begging for a long time to see more hardcore games on the Wii but whenever one does come out, people pass it over sending the message of "stop making these games" to developers. But now, thanks to Sony and their new motion controller, the new message might be "stop making these games.....for Wii."

Gamers on the 360 and PS3 tend to pick up and accept hard-core games on these systems. They also have a tendency to bounce between games more regularly. If you look at the sales charts for the Wii, you will notice that there is always the same 5 types of games. That is because those games are the ones people tend to buy and play continuously on the Wii. Party games like Mario Party and all the Wii Sports games are the primary appeal of Wii gamers. That, fortunately, is not the case for the 360 and PS3.

The problem with Nintendo is a perception problem that prevents their third-party developers from having success with adult-oriented games. On the other hand, Sony has the exact opposite problem. PlayStation Move will be coming to an audience already used to the onslaught of hardcore games and Sony needs to get Move to the people. Sony also face's the problem of convincing their user base that they need the Move rather than the Move being another peripheral or add-on.

One good thing is that even if Move is essentially Wii HD, it does give game makers another outlet for their projects. No more relying on the notably picky and unpredictable Wii gamer to grab your new motion controlled game. One big question is whether or not Move should target the hardcore gamers. Wii was a success due to the casual gamer, not the hardcore. But that is a different discussion entirely.

From what we can tell, Nintendo doesn't really seem interested in Wii HD anymore and Microsoft has completely thrown their motion controller idea straight out the window (not Natal, that's a different story). It seems only fair that Sony be able to give it a shot, especially considering that many gamers have been begging for it. Whether this idea is going to work or not is still up in the air. I guess we have a lot to look forward to the next couple of months.

Wednesday, March 17, 2010

The long-awaited Green Day: Rock Band has been assigned a release date: June 8, 2010. The stand-alone music video game is being made by the same people who made the popular and award-winning The Beatles: Rock Band, Harmonix. The standalone music video game will available for Wii, Xbox 360, and Playstation 3. It'll feature 47 tracks, a "rare look into the Green Day media vault" and more. Also, the tracks will be exportable into other Rock Band games.

To play, you'll become the members of Green Day and play through their history and story that began in Northern California. Unlock over 100 collectible images and 40 minutes of unreleased videos of interviews, outtakes, and performances. The game will include songs such as “Brain Stew,” “Jaded,” “Hitchin’ a Ride,” “American Idiot,” “Wake Me Up When September Ends” and “Boulevard of Broken Dreams.”

The game will cost you about $59.99 on Xbox and PS3, and $49.99 on the Wii. For an extra $10.00 you can buy the "plus" version of the game that comes with a special package and all 6 DLC Green Day tracks already released.

Tuesday, March 16, 2010

Dragon Age: Origins is an RPG that gave fans a strong does of action as well as solid gameplay and a fairly decent storyline. Not long after the release of the game, developer BioWare released a small expansion pack available to gamers via download. Return to Ostagar was surprisingly short and didn't do much to satisfy fans of the game. Hearing the complaints, BioWare has officially launched it's second expansion for the game, Awakening.

Awakening is BioWare's first major expansion for Dragon Age: Origins and it aims to bring far more story, far more action and far more satisfaction to the game. Compared to the original game, Awakening contains most of the same pros and cons. Visually the world is still pretty brown and plain and compared to some of BioWare's other games (namely Mass Effect 2) it doesn't really tickle the ocular fancy of most gamers. However, it doesn't take Awakening long to draw you, once again, into the dark and riveting world of the game.

With this expansion you can hop right into the game by importing one of your characters played during the original game, even if that character didn't survive the endgame. On the other hand, you can create an entirely new hero and start the game off fresh. If you choose to do this, however, your character will begin as a level 18 Grey Warden. The game begins as you approach Vigil's Keep, a Grey Warden fortress on the outskirts of Amaranthine that serves as protection for the city, where you are to become the new commander. When you arrive you find out that Darkspawn have been launching intense attacks on the Keep and that the Darkspawn seem to be getting smarter with some even able to speak.

A lot of new features have been added to Awakening. First off, your character's level cap has been increased to 35 and there are 5 new character specializations which come with a ton of new abilities and talents. This just allows you to develop a more highly specialized character than you could in the previous game. Doing this also gives you a more tailored combat experience. In Awakening, combat is the way of the world. Your main story is centered around your investigation of the new, smarter strain of Darkspawn. The narrative doesn't require the need to step up the whole Dragon Age world so the story does not feel as cliche as the original.

Your main character will gain a host of new squad members which gives you a greater look into some of the dark corners of the Mage's Circle as well as the history of the Dwarves. One nice thing to see is a comedic relief delivered through an Elvish Mage and a wounded yet very boastful Dwarf. The management of inter-party personalities is still important though in Awakening you will also have to spend a decent amount of time planning on how to best oversee the land around Amaranthine. Deciding where to place troops and whether or not you have enough coin to upgrade your soldiers and fortifications adds a stronger sense of responsibility to your game which works with your new character who has a stronger, higher level character with more responsibilities.

Awakening didn't do a major overhaul of the original game's underlying features, like inventory management and party management simply because there was no need to. PC players will have an easier time with things mainly because almost all of the games systems are designed for the PC platform. The console versions do the best they can at capturing all the traditional mouse and keyboard controls PC gamers are used to but managing your inventory on the console can still be difficult at times. More tactics can be applied to various party members than seen before though managing the full range of your combat options can be tough. The auto-save feature is still there but you will want to make frequent mandatory saves due to the fact that the auto-save feature doesn't kick in as much as some gamers would like. If you rely too much on the auto-save, a surprise attack and defeat could set you back a whole hour of gameplay.

As with the original game, Dragon Age; Origins, Awakening's small technical faults are nothing compared to the intense and highly praised entertainment value that the game delivers. If you find the core role-play less intense or gripping than Dragon Age: Origins then the combat and character customization additions will definitely pick up the slack. Dragon Age: Origins - Awakening is a solid expansion and definitely one that fans of the original game, as well as RPG fans in general, should definitely pick up. You can pick it up now for the price tag of $40.

Thursday, March 11, 2010

Okay gamers get ready for the PS3 to try its hand in the world of the motion controllers. Sony reviled “Move” its new motion sensitive controller. Move is Sony’s attempt to keep up with the Wii, which has dominated the world of motion controllers.

Sony’s Move was shown to the gaming world at a press conference at the Game Developers Conference in San Francisco Wednesday, March 10, 2010

Move is a relatively small device that looks like a microphone with a ping pong ball attached on top of it. The ball actually has a LED inside. Shuehei Yoshida, Sony's president for worldwide studios, said Move will "demonstrate that the motion controller for PS3 will be the solution for both casual and hard-core gamers alike" and that the types of games Sony can create with it are "amazingly diverse." (Source CNET News)

The Move will be available in the fall with a starter kit, that includes an eye camera and a game for under $100Looking for a Projector Rental for your next big event? Then call 800-736-8772 today. Or check out our Refurbished BenQ MP522 Projectors as a great way to save.

Tuesday, March 9, 2010

Disney's Guilty Party is a new, upcoming mystery game for Wii. The family-friendly game is being created by Wideload Games, Disney Interactive Studios’ Chicago development studio and is set to be released later this year.

The game tells the tale of the Dickens Detective Agency and a master criminal named Mr. Valentine. Up to four players can play. Each player will pick a member of the Dickens family/detective to play and travel around the world to various locations to attempt to solve a crime. Players will work together to look for clues and when they think they have a suspect, attempt to solve the crime.

Tom Kang, studio head and general manager of Wideload Games says everyone loves a good mystery. "Mysteries are one of the world's most beloved forms of storytelling, and Guilty Party brings mysteries to Wii in a way that the whole family can play together," he said in a press release about the game.

Players will gather clues by interrogating suspects, exploring crime scenes and playing mini-games. Your Wii remote will transform into a number of detective tools, including a magnifying glass, flashlight, lock-pick, and fingerprint kit. Once you've found some clues, you'll piece together the clues from your detective notebooks to decide who is the culprit. You'll also track Mr. Valentine across the world, from a high-speed train to a leaky aquarium and everything in between, using your quick wit and reflexes.

Patrick Curry, the game director for Wideload Games says, the game plays like a board game. It will be great for family night. The game was inspired by classic detective stories and infused with Wideload's distinctive art and humor style. It's the first game being created for the company for Disney Interactive Studios.

Friday, March 5, 2010

Activision Blizzard Inc. has been sued by the very executives they fired last Monday. Jason West and Vince Zampella, the former heads of Call of Duty: Modern Warfare development at Infinity Ward, have filed a lawsuit against their publisher alleging that the company has used wrongful insubordination charges to fire them and for a breach of contract.

The complaint, which was filed in Los Angeles County Superior Court on Wednesday, states that Santa Monica-based Activision has fired the pair in order to avoid paying them royalties for their military shooter Modern Warfare 2, which has accumulated more than $1 billion in retail sales since release. They seek at least $36 million, control over “Modern Warfare”, the most successful subset of the “Call of Duty” franchise to date, and an agreement that Activision may not release any Call of Duty games set after the Vietnam War without their approval.

"Activision has refused to honor the terms of its agreements with Mssrs. West and Zampella and is intentionally flouting the public policy of this State that employers must pay their employees what they have rightfully earned," the complaint states. "Instead, Activision has adopted the corporate strategy of forcing Mssrs. West and Zampella to sue for their pay -- in the hopes of either getting away with not having to pay them anything or maximizing its leverage to reduce that pay."

The pair believe that Activision has conducted an unorthodox investigation which began in early February and concluded last Monday in a report from Activision which states that the company was "concluding an internal human resources inquiry into breaches of contract and insubordination by two senior employees at Infinity Ward."

“Activision terminated their employment weeks before they were to be paid substantial royalty payments as part of their existing contracts for ‘Modern Warfare 2,’” West and Zampella’s lawyers at O’Melveny & Myers LLP wrote in a statement.

Activision has released the following response to the lawsuit.

Activision is disappointed that Mr. Zampella and Mr. West have chosen to file a lawsuit, and believes their claims are meritless. Over eight years, Activision shareholders provided these executives with the capital they needed to start Infinity Ward, as well as the financial support, resources and creative independence that helped them flourish and achieve enormous professional success and personal wealth.

In return, Activision legitimately expected them to honor their obligations to Activision, just like any other executives who hold positions of trust in the company. While the company showed enormous patience, it firmly believes that its decision was justified based on their course of conduct and actions. Activision remains committed to the Call of Duty franchise, which it owns, and will continue to produce exciting and innovative games for its millions of fans.

Tuesday, March 2, 2010

February 28th, 2010 is a day that may very well go down in infamy as the biggest system blackout in video game history. Such is the way of Error 8001050F. This error is more specifically an error in the internal settings of the PlayStation 3 which severely crippled certain consoles. The extent of the error denied PS3 users to play any games and also reset the system internal clocks to 12-31-99. But the worse part is that all Trophies players earned before syncing were lost and even corrupted in other cases.

The systems that were affected were only the older PS3 "Fats" and even not all of them were affected, but a majority were. The new PS3 Slims all seemed to be running properly. When asked what happened, Sony stated that there was a bug in the "clock functionality incorporated in the system." This just meant that all the internal clocks reset themselves to 12-31-99 which caused a ton of nasty problems which included the inability to log into the PlayStation Network.

All that was happening last Sunday night. As of yesterday, it seems that the problem has been entirely fixed. What happened you may ask? Did you have to download a patch or send your console into Sony to get repaired? No. It seems that everything just miraculously went back to normal all on its own. It seems that Trophies are no longer corrupt however, any Trophies that had been corrupted are now blanked out. Specifically, if you didn't sync your Trophies before Error 8001050F struck then you are out of luck.

This isn't the first sighting of a PS3 problem. Back in January, PS3 users experienced multiple PS3 update problems with the 3.10 and 3.15 firmware updates for the console. These problems caused consoles to freeze while booting a game and then when restarted, the consoles Blu-ray drive would not read any discs at all. But it seems that, unlike Microsoft, Sony has worked hard and fast on getting their problems fixed and almost all PS3 owners are gaming as usual.